Conquest of Elysium 5

Conquest of Elysium 5

603 ratings
The Conquest of Elysium 5 Total Overhaul
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File Size
Posted
Updated
9.415 MB
Oct 4, 2021 @ 1:32pm
May 15, 2022 @ 7:06pm
43 Change Notes ( view )

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The Conquest of Elysium 5 Total Overhaul

Description
Summary
I'm convinced that I hate myself having done this, even though this is hardly the largest mod project I've done solo. That aside, this is the big one. The monster I've been threatening for two or three weeks. Everything I've done so far can be found here and there's no longer a need to subscribe to upwards of a dozen mods to play around with the utter madness I've spawned.

Feature List
All-In-One
  • All content from the individual class overhauls can be found here. This includes about 200 new units, several hundred rituals, and a complete reimagining of most of CoE 5's classes.
  • All new content added to each class - including additional ritpows - will henceforth be found here.
  • Additional balancing work is underway, as all content is in one location and much easier to track.
  • A not-small number of bugfixes not found in the individual mods.
  • For modders: Examples of large scale sorting methods for mod content, as well as a goodly portion of CoE5's new ID's are commented in at various points.
Soon™
Additional content will trickle in as I have time, inspiration, and motivation to do so. As of right now, Illusionist, Druid, and Dryad have received major content changes from their individual mod packs, while most other classes have received smaller content additions or balancing changes.

See the TO-DO section at the top of the .c5m file for further details.

Compatibility

No compatibility issues should exist. Modprio is manually set to 1 to ensure this.

Saves can still break due to updates.

Do not use this with my individual class overhauls. I will point and laugh.

Suspected/Known Issues

Look, this thing is more than a third of a million characters. If something is still broken after the month of debugging things that've been reported, say something.

Credits

All new sprites are the product of Emperor Herb, made at the behest of the depths of my madness. All existing sprites are from CoE5 or Dom 5.

Shameless Plug

I'm currently in the process of making overhauls for every single faction in CoE 5 and I plan to eventually port over the Warhammer Fantasy Battles mods for Dominions 4-5 over to CoE as new classes (a sizeable undertaking, only barely in the planning stages).

If you enjoy this mod, make sure to

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Popular Discussions View All (4)
289
1
May 24 @ 5:26pm
→→→ Complaints Box/Bug Reports ←←←
Commisar Jon Fuklaw
62
Feb 20 @ 2:45pm
→→→ Suggestion Box ←←←
Commisar Jon Fuklaw
33
Dec 23, 2024 @ 11:57am
→→→ Balance Thread ←←←
Commisar Jon Fuklaw
441 Comments
Feraa May 22 @ 4:17pm 
Another class that's gonna be sorely underwhelming against these classes. Still a fantastic mod, Commisar!
Commisar Jon Fuklaw  [author] May 22 @ 4:20am 
Since there's a new class, the previously unresolved power group issue probably affects more classes now. Other than that, yes.
Sun God May 22 @ 12:26am 
Does this mod work with the new patch?
Voryn Dagoth Ur May 21 @ 10:02pm 
Now we got another new class. Suffering from success lol
Almighty Rift of Doom May 5 @ 4:54am 
Thank you for your work! Danke, muchas gracias, domo arigato gozaimas, xiu xiu!
IGON DRAKE WARRIOR Apr 14 @ 8:30pm 
Necromancers appear to be able to place down graveyards far outside the range of any citadels. This should probably be looked at.
NullPointer Apr 5 @ 2:24am 
Hey, love the mod. Great job and so many brilliant ideas

Though I'm very unhappy about my favourite girl Dryad Queen.

The buffs are very appreciated. Great javelins, increased spawn rates, a couple new rituals, but autoupgrading is really ruining the gameplay for me.
1) it removes the ability to customize your armies for a specific tasks (especially when you have a fast centaur army, that suddenly stops being fast)
2) I never find myself in a position where I need to conquer a city to upgrade my troops, they're already upgraded


In vanilla the whole free-spawn + upgrading was definitely off-tuned and it was just "call of the Gaya" faction. You did a remarkable job fixing similar issues in other factions, but I feel like auto-upgrading really needs to be exchange for another buff.


P.s.: I know that this mod is probably not updated for multiple years already, but probably if there is an open code base, I could try to figure it out and submit a merge request.
Aten Mar 13 @ 5:35pm 
"Vanilla Sprite Overhaul" it's called I mean, the mod author also has a download link for anyone to use his sprites if given credit on the mod page.
Aten Mar 13 @ 3:29pm 
@Commisar - Arh I see, hard position. Hybrid creatures and such also needed, Dom 6 may have what could fit over the nations/era's. Well if there is any help you need in the future welcome to ping me, I can't sprite but for feedback ect or searching Doms for sprites let me know.

A good idea is also to ask the mod author of "Sprite Overhaul" Mod for Dominions 6, he has remade and redesigned all the sprites across all the factions including Monkeys for Dominions 6, amazing sprite work he did.
Commisar Jon Fuklaw  [author] Mar 13 @ 3:25pm 
As for Dom 6 sprites, I could probably cover a number of monkey-based sprites with them, but the plan demon/divine creatures, hybrid units, and some other things can't really be covered by regular monkey sprites.